Balance Lab and Playtest Simulator: Test Your Game Before You Print
The hardest part of board game design is not designing the cards. It is knowing whether they work.
Most designers follow a familiar loop: sketch some cards, print a prototype, sit down with friends, play one round, and realize the economy is broken. The healer is too cheap, the dragon is too easy to kill, and the market floods with wheat by turn three. So you go home, redesign half the deck, print again, and hope for the best.
That loop is necessary. Playtesting is how games get good. But the printing, cutting, sleeving, and scheduling parts of that loop are slow, expensive, and discouraging. What if you could run through a playtest right now, on your screen, with the cards you just designed? And what if a calculator could tell you which cards are mathematically out of line before you even shuffle?
That is what the Playtest Simulator and Balance Lab do. They turn Chitmunk from a design tool into a design-and-testing tool, so you can iterate faster and arrive at your next physical playtest with a tighter, more balanced game.
The Playtest Simulator
Chitmunk now includes a built-in virtual tabletop. Open any project, click Playtest from the /home dashboard, and your cards appear on a felt-textured table surface, ready to play.
This is not a full game engine. It does not enforce rules or automate turns. It is a sandbox: a digital table where you can push cards around the way you would with physical prototypes, but without the scissors and printer ink. Think of it as a solo rehearsal space for your game.
Here is what you can do on the virtual tabletop:
Draw and Hold Cards
Click a deck to draw the top card. Drawn cards fan out in your hand along the bottom of the screen, angled like a real hand of cards. If you have played Slay the Spire or any digital card game, the feel is familiar. Click a card in your hand to play it to the table. Drag cards on the table to rearrange them.
Shuffle, Flip, and Peek
Right-click a deck to shuffle it. The order randomizes and the deck animates so you know it happened. Flip any card face-down or face-up. Peek at the top card of a deck without drawing it. These small interactions matter because they mirror the physical actions players take at the table, and testing your game should feel as close to the real experience as possible.
Dice and Randomness
Add dice to the table with custom face counts. Click to roll. The result displays on the die face. If your game uses dice for combat, resource generation, or event resolution, you can test those moments without reaching for a physical die.
Turn Tracking and Counters
The turn tracker keeps count of the current turn and round. Set up player seats with named counters for hit points, gold, mana, victory points, or whatever resources your game uses. Increment and decrement with a click. This lets you simulate multiple turns of your game and track the resource flow that determines whether your economy holds together.
Tokens and Snap Zones
Move tokens around the table and drop them into snap zones that you define. Snap zones are rectangular areas where tokens align automatically. Use them for discard piles, resource pools, market rows, or any designated area on your virtual table.
Structured Feedback Collection
Playing a game is one thing. Remembering what went wrong is another. The Playtest Simulator includes a feedback panel designed to capture structured observations while you play, so you do not lose insights between the table and your notebook.
Open the feedback panel during or after a playtest session. For each card, you can:
- Rate it 1 to 5 stars for overall feel
- Tag issues from a predefined list: confusing, too strong, too weak, boring, fun, needs art, unclear text
- Write notes with freeform text
When you finish, export all feedback as a CSV file. Open it in a spreadsheet, sort by rating, filter by tag, and you have a prioritized list of cards that need attention. If you are running playtests with a group, each tester can submit their own feedback and you can compare across sessions.
This is not a fancy analytics dashboard. It is a clipboard with structure. But structured feedback after every playtest compounds into a clear picture of which parts of your game are working and which are not.
Balance Lab: Six Ways to Analyze Your Cards
The Playtest Simulator tells you how the game feels. Balance Lab tells you how it works, mathematically.
Balance Lab is a set of six analysis views available from the /home dashboard under Toolkit. It reads the CSV data attached to your project and runs calculations on the numeric columns: cost, power, health, speed, range, or whatever stats your cards track. No setup required beyond having a spreadsheet linked to your project.
Cost Curve
A histogram showing how many cards exist at each cost value. A healthy cost curve usually looks like a bell: a few cheap cards, lots of mid-range cards, a few expensive ones. If your curve is flat or skewed, you may have too many bombs or too much filler. The cost curve also overlays the average stat values at each cost point, so you can see whether expensive cards are actually stronger than cheap ones.
Power-Cost Scatter Plot
Every card plotted as a dot on a cost (x-axis) vs. power (y-axis) chart. A regression line shows the expected power at each cost. Cards above the line are undercosted; they deliver more power than their cost suggests. Cards below the line are overcosted. This is the fastest way to find the cards that will break your game. That one dot far above the line? That is the card your playtesters will complain about.
Resource Distribution
Pie and bar charts showing how resources distribute across your entire card set. How much total gold does your economy generate? How many cards deal damage versus how many heal? If 80% of your cards produce the same resource, the game might funnel toward a single strategy.
Synergy Heatmap
A grid showing which cards interact with each other based on shared keywords, matching stat thresholds, and complementary abilities. The heatmap highlights clusters of cards that are likely to be combined. If one cluster is much hotter than the rest, that combo might dominate. If some cards have zero synergy with anything, they might be dead draws.
Monte Carlo Simulation
This is the most powerful tool in Balance Lab. The simulator plays thousands of simplified games using your card data and reports which cards appear in winning hands most often. You configure the hand size, the number of rounds, and the win condition (highest total power, lowest cost, most synergy). The system shuffles, draws, and scores, then reports win rates per card.
Monte Carlo simulation does not replace playtesting. It cannot capture the emergent strategies and table politics that make board games interesting. But it can tell you whether your math works. If one card appears in 60% of winning hands, it is probably too strong. If another card never appears in a winning hand, it might need a buff or a redesign.
Stat Comparison Table
A sortable table showing every card with all its stats side by side. Sort by any column to rank cards. Filter by keyword, faction, or type. This is the simplest view, but sometimes the simplest view is the one that reveals the problem. Sort by power, scan down the list, and the outliers jump out.
The Design, Test, Refine Loop
Before these tools, the board game design workflow looked something like this: design cards in one app, export images, import them into Tabletop Simulator, play a session, write notes in a doc, open a spreadsheet to crunch numbers, go back to the design app, and repeat.
That workflow spans four or five applications, multiple file exports, and a lot of context switching. Every switch costs time and momentum.
With the Playtest Simulator and Balance Lab, the loop tightens to a single application. Design your cards in the Chitmunk editor. Open the Playtest Simulator and play a few rounds on the virtual tabletop. Record feedback with ratings and tags. Switch to Balance Lab and check whether the numbers back up what you felt during play. Find a problem card, switch back to the editor, adjust the stats, and re-run the simulation to see the impact.
The entire cycle takes minutes, not hours. And because everything shares the same project data, you never export a file, convert a format, or wonder whether you are looking at the latest version.
Getting Started
Both tools are accessible from the /home dashboard.
To open the Playtest Simulator: navigate to your project, click the Playtest button. Your components load onto the virtual table automatically. Use the toolbar at the top to add dice, set up player seats, and configure the turn tracker.
To open Balance Lab: from the /home dashboard, go to Toolkit and select Balance Lab. Choose a project with CSV data linked. The six analysis views appear as tabs along the top. If your project does not have CSV data yet, Balance Lab will prompt you to link a spreadsheet first.
Both tools work with any project, regardless of component type. Cards, tiles, boards, mats: if it has data, Balance Lab can analyze it. If it has faces, the Playtest Simulator can deal it.
Ready to try it?
The Playtest Simulator and Balance Lab are free to use. Load any project and start testing.
Open the Editor →